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CONTENTS 




Baste the Bear. 

Tug of War. 

King of the Castle. 

Spanish Fly. 

Tom Tiddler's Ground. 

Drill Sergeant. 

Touch. 

Touch Wood, and Touch Iron. 

Follow I\Iy Leader. 

Orchestra. 

How Do You Like It? 

Capping Verses. 

Conveyances. 

Touch Wood and Whistle. 

Grandmother's Cat. 

French and English. 

Leap Frog. 

Acting Verbs, or Dumb Crambo. 

Clumps. 

The Laavter. 

I Love ]My Love. 

Searching By Music. 

The Mammoth Sneeze. 

Where Is Your Letter Going ? 

The Flour Drummer. 

The Emperor of IMorocco. 

Duck on a Rock. 

Quaker Meeting. 

A Good Fat Hen. 

The Vowels. 

Ten Questions. 

Proverbs. 

Shouting Proverbs. 

Quaker, How Is Thee ? 

Dancing for the Cake. 

Musical Neighbors. 

Musical Fright. 

Presbyterian Dance. 

The Spanish Dwarf. 

Magical Music. 

What Am I Doing.? 

Wh.at Is jMy Thought Like? 

The Telescopic Giant. 

Plum Pudding. 



Stool of Repentance. 

Person and Object. 

The Cushion Dance. 

After the Accident 

The Baby Elephant. 

The Giraffe. 

A Menagerie. 

The Wild Beast Show. 

Egyptian Mummies. 

Throwing Light. 

The Artists' Menagerie. 

The Auction. 

The Jolly Miller. 

Throwing Cards Into a Hat. 

The Artist's Sale. 

Metaiviorphoses. 

Portraits. 

Eyes. 

Tricks. 

The Resting Wand. 

The Bird-Catcher. 

The Dutch Concert. 

Who Was He.? 

This and That. 

The Feeders. 

Clairvoyance. 

I Have a Chicken. 

Flour and the Ring. 

Pantomime. 

Genteel Lady. 

Buried Cities. 

Adverbs. 

The Critics. 

Judge and Jury. 

Positive and Comparative. 

Sentiment. 

Present and Advice. 

The Musical Snail. 

The Feather. 

Alphabet Games. 

Shadow Pictures. 

Boston. 

The Bumble Bee in the Garden. 

Comes, It Comes. 



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POINTS or^LL gORT^ 











BASTE THE BEAR. 

From among the players one to take 
the office of bear is to be selected, and he 
chooses another player to act as his keeper. 
The bear, with a cord or rope about four 
or five feet lonof tied round his waist, has 
then to take his place, crouching on his 
hands and knees, within a circle of a yard 
and a half, or thereabouts, in diameter ; the 
keeper holding the further end of the rope. 
The remainder of the players are then en- 
titled to baste the bear, that is, to flog him 
on the back with knotted handkerchiefs. If, 
however, without the bear quitting the 
circle or getting off his knees, either he 
or his keeper can catch any player, that 
player becomes bear, and the first bear is 
released. Every bear has the right to select 
from the other players his own keeper. 

Considerable difficulty is often experi- 
enced in catching a player in the limited 
space allowed to the bear and his keeper ; 
but on the other hand it requires a good 
deal of nimbleness to give the bear a very 
severe bastino^. 



TUG OF WAR. 

This is very similar to the game of 
French and English, and differs from it 
only in this respect, that when the first of 
the losing team is pulled so far as the 
•dividing line between the two parties the 
tug is considered lost, and another trial 
has to take place. The best two tugs out 



of three is usually taken to decide a match, 
but three out of five is sometimes thought 
to offer a more satisfactory test of the rela- 
tive abilities of the competing teams. 



KING OF THE CASTLE. 

A mound or hillock is to be selected as 
the Kinof's Castle, which should be taken 
possession of by any one of the players, 
he proclaiming himself to be the proud 
occupant of the position he holds, and at 
the same time abusing his assailants by 
quoting the following lines : — 

" I'm the King of the Castle ; 
Get down, you dirty rascal." 

It is necessary for the King to be thus em- 
phatic, for he has no trumpeter, no body- 
guard, and no assistance whatever to aid 
him to retain his position, whereas he is 
assailed on all sides by the other players, 
every one of whom is a claimant for the 
possession of the Castle ; and each one, by 
fair pulls and pushes, is entitled to do what 
he can to dethrone the existing monarch, 
and to take possession and proclaim him- 
self King. No King, with such tremendous 
odds against him, long retains the cares of 
the State, but the game is really good fun 
on a cold winter's day. 

It is always to be remembered that only 
pulls and pushes at the King are allowed ; 
pulling at his clothes is distinctly forbidden, 
under penalty of exclusion from the game. 




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SPORTS OF ^LL Sorts 







SPANISH FLY. 

One player is to be selected as first back 
down, and one fi'om the remainder to act 
as leader. It does not matter who is leader, 
and both he and the first back may be fixed 
upon at random or by lot. 

The players in turn leap over the back 
that is down, and so soon as all have been 
over, the process has to be gone through 
again, except that some variation in the 
manner of going over, or in the action that 
is made to accompany the going over, must 
be made with every round. There is a 
certain order in the variations that it is 
well to recognize ; but, if it is preferred, the 
selection of the variations may be left to 
him who acts as leader. The variations 
most commonly practised, with their order, 
are here given : — 

1. The over is to be taken in the usual way, 
with the left hand of the player towards the 
head of the back. 

2. Return from the opposite side. 

3. The back has next to be gone over cross- 
wise. 

4. Return cross-wise from the opposite side. 

5. Take the over as in No. i, holding cap in 
hand, but in going over leave the cap on the 
back. This must be done by every player, and 
those going over after the first three or four 
will have to exercise their skill and ingenuity 
in finding a safe lodgment for the caps. If, 
however, any player fails, he is down and be- 
comes back. 

6. Should the above be successfully done by 
all, the players return in reverse order from the 
opposite side, each one as he returns removing 
his cap without disturbing the cap of any other 

34 



player. The last to go over in No. 5 will, of 
course, be the first to return in No. 6. 

7, 8. The same done cross-wise in opposite 
directions. 

9, 10, II, 12. The same as 5, 6, 7, 8, using 
handkerchiefs instead of caps. 

13, 14, 15, 16. Take the over in the four dif- 
ferent directions, throwing the cap in the air 
while leaping, and catching it again after the 
leap is finished. 

17, 18, 19, 20. Again over in the various 
directions, each time with the cap balanced 
upside down on the head. 

21, 22, 23, 24. Again over with the cap bal- 
anced as before, but in making the over, drop 
the cap so as not to allow it to touch the cap 
of any other player already on the ground, and 
leaping clear of every cap. In the rounds 22 
and 24 the cap is not balanced on the head, 
but instead when the rounds 21 and 23 have 
been successfully made, each player in his 
proper turn picks up his cap with his teeth, 
and with his back turned to the boy that is 
down, throws the cap over his own shoulder 
and over the back. The leap has then to be 
taken from the spot where the cap fell in the 
rounds 21 and 23. If a cap when thrown in 
this way touches the cap of any other player, 
the owner of the cap thrown is down. 

Many other varieties may be mentioned, 
but the above are the most usual, and it rarely 
happens but that in some one of these 
some player will fail, and so release the 
boy that is down, and the game then re- 
commences. As the leader's position is 
the easiest, the back when released takes 
leader's place, the other players going 
down one. This game should be played 
by good-natured boys, as any show of 
temper spoils all the fun. 




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5PoRT5 OF^LL 50RT5 




TOM TIDDLER'S GROUND. 
One boy is to be selected as Tom Tid- 
dler, who should have a considerable base 
or territory allotted to him, and in which are 
supposed to be vast stores of the precious 
metals. The other players promiscuously 
invade this territory, and as if they were 
picking up and pocketing the treasure, call 
attention to themselves by shouting — 

" Here I stand, in Tom Tiddler's land. 
Picking up gold and silver." 

If Tom can touch any player while tres- 
passing within his bounds, that player be- 
comes Tom Tiddler, the guardian of the 
imaginary wealth buried in the soil. 



DRILL SERGEANT. 

The players arrange themselves in a 
line, and having selected one of their num- 
ber to act as the Drill Sergeant, proceed to 
carry out his instructions, and to show 
themselves to the best of their ability to be 
a well-drilled squad. The Sergeant's in- 
structions are simple in the extreme, but it 
is frequently found they are difficult of ex- 
ecution. They never vary, and are com- 
prised in the double order of "Do as I do," 
and " Don't laugh." It will be readily un- 
derstood that what is only strange if per- 
formed by one boy standing by himself, be- 
comes highly ridiculous and absurd when 
done in time by a row of say ten to twenty, 
and the result is, as may be expected, that 
the Sergeant sets such feats to be performed 
as will soon provoke a titter, if not a loud 
guffaw, from some member or members of 
the squad under his orders. The member 

35 



laughing is set out, and as soon as half the 
squad is so disposed of the remainder jump 
upon their backs, having earned the right 
by a greater command over their risible 
nerves to a ride pick-a-back fashion round 
the playground, the Sergeant, armed Avith 
a knotted handkerchief, urgrinof on the un- 
willing steeds by a timely application of 
the handkerchief to that portion of the lag- 
gard's person that is most get-at-able. 

It should be understood that the Drill 
Sergeant may set no feat that involves 
moving away from the position he first 
took up. 



TOUCH. 



In the various games of Touch, the 
player whose office it is to touch another 
is known by the descriptive pronoun "He," 
spelled with a capital H. 

In the simple game of Touch, " He," 
tries to overtake and touch some other 
player ; which, when done, the player 
touched becomes " He," and proceeds him- 
self to touch some one. The players gen- 
erally must keep their wits about them to 
know who "He" may happen for the 
moment to be, as the office shifts from one 
to another very rapidly. 



TOUCH WOOD, AND TOUCH IRON. 

In these versions of the game, the play- 
ers are safe from " He " during the time 
they may be touching wood, or touching 
iron, as the case may be, according to the 
game being played. 




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5PORT5 OF ^LL SoRTS 







FOLLOW MY LEADER. 
Choose one out of the number of players 
to act as leader, and as upon him will rest 
the whole responsibility of the game, and 
upon him will depend mainly what amount 
of fun and amusement will be had out of 
the game, see that he is both capable of 
leading and of a lively and amusing tem- 
perament. When the leader has been 
chosen, the remaining players arrange 
themselves behind him in single file ; and 



nence that excellence in performance as 
well as attention can secure, the playmates 
of the delinquent will be interested in en- 
forcing this rule, and seeing that he takes 
the position assigned to those who shirk 
what the leader has done. 

The leader should be considerate of the 
weaker ones among his followers, caring 
more to secure a willing following and to 
inspire each with confidence in himself, 
rather than to set astounding or hazardous 




the fun and sport then commence. What- 
ever the leader may do and wherever the 
leader may go, that the followers have to 
do and there they have to go. Any one 
failing in either of these respects is to be 
sent to the end of the line, and as every 
one will be anxious to secure the pre-emi- 



feats — feats easy, perhaps, for an active 
big boy, which may probably be dangerous 
for a high-spirited youngster to attempt, 
but which it would be humbling to him to 
fail at, having once joined in the game, 
and thereby expressed his willingness to 
follow wherever led. 



36 




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ORCHESTRA. 
Select a conductor, who is to arrange 
the tolayers in a semi-circle, each being 
assigned to play some imaginary instru- 
ment, and instructed how to play it. The 
conductor first calls on his orchestra to 
tune, and then, naming some lively air, 
begins to hum it, at the same time waving 
a baton, when all the players must join in, 
imitating by voice and gesture, their in- 
struments, — such as violin, harp, cornet, 
tenor horn, trombone, flute, piccolo, clario- 
net, double bass, drum, cymbals, etc. Solos 
may be called for, and the person repre- 
senting the instrument named must respond 
or pay a forfeit, as must all who fail to play 
when called on, or who break down by 
lauehinsf- There are few games which 
afford more fun than this, if played in good 
spirits and in a lively manner, and a fairly 
good mimic will be pretty sure to bring 
down the house. 



HOW DO YOU LIKE IT. 

One of the company leaves the room, 
and the others fix upon some word to be 
guessed by him when he returns. He then 
goes around, asking each of the company 
" How do you like it ? " It is better to 
select a word having a variety of meanings, 
as it is more difficult to guess. Suppose 
the word " stick " to be selected. One 
might answer that he liked it when he was 
out walking ; another, when he was sealing 
a letter ; another, when he met a savage 
dog, etc. If the questioner is unable to 
guess the word the first time, he goes 
around again, asking, " When do you like 
it?" and if not successful this time, he 
asks, " Where do you like it .''" Failing in 
three trials, he must retire and let another 
word be selected. Succeeding, he must 
point out the person who gave him the 
clue, who must pay a forfeit, and go out to 
be puzzled in turn. 







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CAPPING VERSES. 

Every one at the table is supplied with 
a sheet of paper and a pencil, at the top 
of which is written by each player a line 
of poetry either original or from memory. 
The paper must then be folded down so as 
to conceal what has been written, and 
passed on to the right ; at the same time 
the neighbor to whom it is passed must be 
told what is the last word written in the 
concealed line. Every one must then write 
under the folded paper a line to rhyme 
with the line above, being ignorant, of 
course, of what it is. Thus the game is 
carried on, until the papers have gone once 
or twice round the circle, when they can 
be opened and read aloud. 



CONVEYANCES. 

To do justice to this game it will be 
necessary for the players to call to mind 
all they have ever read or heard about the 
various modes of traveling in all the four 
quarters of the globe, because every little 
detail will be of use. 

The business commences by one of the 
company announcing that he intends start- 
ing on a journey, when he is asked whether 
he will go by sea or by land. To Avhich 
quarter of the globe .? Will he go north, 
south, east, or west ? and last of all — what 
conveyance does he intend to use .-* 

After these four questions have been 
answered, the first player is called upon to 
name the spot he intends to visit. 

Mountain traveling may be described, 
the many ingenious methods of which are 

38 



so well known to visitors to Italy and 
Switzerland. 

The wonderful railway up the Righi 
need not be forgotten ; mul^ traveling, 
arm-chairs carried by porters, and the 
dangerous-looking ladders which the Swiss 
peasants mount and remount so fearlessly 
at all times of the year, in order to 
scale the awful precipices, will each be 
borne in mind. In the cold regions the 
sledges drawn by reindeer may be em- 
ployed, or the Greenland dogs, not forget- 
ting the tremendous skates, that have the 
appearance of small canoes, used by the 
Laplanders ; and also the stilts, which are 
used by some of the poor French people 
who live in the 'west of their country. 
Indeed, it is amazing how many different 
methods of conveyance have been con- 
trived at one time or another for the benefit 
of us human beings. 

In Spain and other places there are the 
diligences ; in Arabia the camels ; in China 
the junks ; at Venice the gondolas. 

Then, to come home, we have balloons, 
bicycles, wheelbarrows, perambulators, and 
all kinds of carriages, so that no one need 
be long in decidingf what mode of travelinof 
he shall for the time adopt. As soon as 
the four questions have been answered, 
should the first player be unable to name 
what country he will visit he must pay a 
forfeit, and the opportunity is passed on to 
his neiorhbor. 

This game may be made intensely amus- 
ing, as will be proved by trial ; and at 
the same time a very great amount of 
instruction may be derived from it. 




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5PORT5 OF sALL SoRT5 






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TOUCH WOOD AND WHISTLE. 

This version of the game of Touch re- 
quires not only that to ensure safety from 
" He " the players should touch wood, but 
that they should also whistle. So soon as 
a player ceases to touch wood or to whistle, 
he is liable to fall a prey and be converted 
into " He." 

In some parts of the country, gentlemen 
who happen to wear a white hat appear to 
have a peculiar effect upon the players, who 
cry, " Touch wood and whistle — man with 
a white hat! " And until wood is touched 
and a whistle perforrned, and so long as 
the white-hatted person is in sight, the 
unfortunate boy unable to accomplish these 
things is duly pinched. 



GRANDMOTHERS CAT. 

This is an excellent pastime for sharpen- 
ing the wits of a company, and will readily 
determine who possesses the greatest facil- 
ity in the use of adjectives. Each mem- 
ber, in the first place, is required in his 
turn to apply to " My Grandmother's Cat " 
an adjective the spelling of which com- 
mences with the letter a. Thus, one may 
say, " My Grandmother's Cat is an c?////- 
(/nafed cat," the next may say, " My Grand- 
mother's Cat is an antagoiiistic cat," and 
so on, each member in his turn applying 
an adjective that has not been used before. 
When a member is unable to respond readily 
when his turn arrives he must retire, 
and the game is continued by the others 
until all the adjectives beginning with a 
that can be thought of have been used, 

89 



and all the members have retired. All 
then start anew with adjectives beginning 
with b, and so on. A dictionary should 
not be resorted to. 



FRENCH AND ENGLISH. 

This is a game requiring strength com- 
bined with skill and judgment. Besides 
players the only material required is a long 
stout rope. Any reasonable number may 
join in the game, but the number most con- 
venient, perhaps, is sixteen, divided into 
eight a side. The two most competent 
players should be selected to act as cap- 
tains, and to officer the respective sides. 
They should alternately select their men, 
after having tossed for the first choice. A 
short line is then to be drawn and the rope 
placed across it, one half being on one 
side of the line, and the other half on the 
other side. The captains then take their 
places opposite to each other, alongside 
the rope, with their men behind them in 
Indian file, each- about a yard apart, and 
all lift the rope with their right hands, 
the foremost man (generally the captain) 
on each side being about a yard and a half 
from the dividing line. A secure foothold is 
to be obtained by all, and upon the words, 
" One, two, three, ready, pull boys," being 
given, each side does all that strength, skill, 
and judgment can do to pull its opponents 
over the line. If a player is pulled across 
the line he becomes a prisoner, and retires, 
the game then being virtually over ; for if 
eight succeed in pulling successfully against 
eight, it will be understood that the remain- 




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ingf seven will not have much chance to 
withstand their victorious opponents. It 
does, nevertheless, happen frequently that 
the first victory encourages undue confi- 
dence and laxity, and if the captain of the 
weakened side is wise he can sometimes 
so advise his men as to enable them to pull 
over their antagonists in spite of the odds ; 
but still, it must always be the case that the 
chief interest in the game rests with the 
first pull, and any tricks to be practised can 
be performed with more real effect then 
than after a man has been lost. 

Sometimes it is allowed that a prisoner 
may be ransomed by any one of the same 
side offering himself in exchange, and it is 
generally well to permit this, for since the 
captain is usually first capture, his loss is 
so serious as to detract from the interest of 
the game by depriving one side of its most 
important officer. 



LEAP FROG. 

This is the simplest of all those games 
which consist in one boy giving a back for 
others to fly over, and is the most satis- 
factory in that all players are treated alike. 
It is capital exercise and good recreation 
on a winter's day when kept merrily going. 

The players decide the order in which 
they stait; the first boy then makes a back 
for the others to go over, and each boy, as 
he goes over the last back down, makes 
a back himself for all the players to go 
over. He is then entitled to go over the 
backs of all the others, and so on, the mo- 
tion being kept up until stopped by the 
school or dinner-bell, as the case may be. 

The distance between the backs should 
be about twelve or fifteen yards, and every 
player should give just such a back, high 
or low, as is required of him by the boy 
to take the leap. 









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SPORTS OF <^LL SoRT5 



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ACTING VERBS or DUMB CRAMBO. 
Half the company leave the room, while 
the other half agree upon some verb. The 
leader of the retired half is then called in 
and told that the verb agreed upon rhymes, 
for instance, withyf^?. He then retires and 
consults with his forces as to what the verb 
probably is. They decide to try the verb 
b7iy, and going into the room begin to buy 
of each other in pantomime, not a word to 



The illustration shows the acting of a_ 
verb that rhymes with brink. 



CLUMPS. 
Clumps is a very good game for a large 
party. The company divide into two sides^ 
or clumps, and one chosen from each goes, 
out of the room. The two decide to think 
of some one thing, and then come in 




be spoken on either side, under penalty of 
forfeit. If they are acting the verb fixed 
upon, the spectators clap ; if not, they hiss, 
and the visitors must retire, to come in and 
act some other verb. Supposing the verb 
to be cry, when they come in and pretend 
to cry, the spectators clap and then retire 
to act a verb fixed upon by the other side. 
Other verbs rhyming withyf^ would be die, 
sigh, fly, tie, vie, etc. 

41 



again, and each stands in front of the 
clump opposite to that from which they 
were chosen, so that they may not help 
their own side. The sides are allowed to 
ask twenty questions, and the side which- 
first euesses the thing- chosen take into it 
the two who had gone out. One from each 
is again chosen, and the game is continued 
until one side has taken all the members- 
of the other. 




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THE LAWYER. 

Each gentleman chooses a partner, and 
then all stand in a circle, except one person 
in the center, who becomes the lawyer. He 
is to ask questions of any person in the 
company ; but the answer in every case 
must be given, nothy the person addressed, 
but by his or her partner. If the person 
spoken to makes answer, or if the partner 
fails to do so promptly, the person so 
answering, or failing, as the case may be, 
must take the lawyer's place. By asking 
questions rapidly, and turning quickly from 
one side of the company to the other, some 
one is sure to get caught^. 

Sometimes it is more convenient for the 
company to sit in a double line, face to 
face, each one opposite his partner. 



I LOVE MY LOVE. 

This is a game which, if kept up sharply, 
will be very interesting. The leader begins 
by saying, " I love my love with an A, 
because she's accomplished ; I hate her with 
an A, because she's absurd" — or because 
of some other qualities described by words 
beginning with the letter A. The next 
player repeats the same sentences, except 
that she uses the letter B, and words begin- 
ning with that letter, in describing her 
love. For instance, " I love my love with 
a B, because he's bright ; I hate him with 
a B, because he's barbarous." The next 
player uses the letter C, and so on, in 
alphabetical order, except the letter X, 
which will have to be skipped because 
there is no English word beginning with 

42 , 



that letter. The game may go around the 
circle, or each player who repeats the sen- 
tences may call on whom he pleases to 
continue the game. This keeps the entire 
company on the watch, and, if the responses 
are prompt, adds to the interest of the 



game. 



SEARCHING BY MUSIC 

Is a very pleasant and interesting game. 
One of the company retires from the room, 
and a handkerchief, ring, charm, bracelet, 
or other small article, is hidden. Then 
some one sits at the piano, and the absent 
one is called in, and told to search for the 
missing object. The musician is to indi- 
cate by the strains upon the piano, when 
the searcher approaches the hidden article. 
If he is away from it, the music is low 
and mournful ; as he comes near to it the 
music becomes louder and lively, bursting 
into a triumphant strain as he discovers 
the prize. 



THE MAMMOTH SNEEZE. 

If there are enough people to take part, 
"the mammoth sneeze " will have a very 
forcible and laughable effect. Divide the 
company into three divisions, of five or six 
each. The persons in the first division are 
to say, when the signal is given, " Hish ! " 
emphasizing the first "h;" the second divi- 
sion must say "Ash!" while the third says 
"Osh!" The leader counts "One, two, 
three," and at the last word the three 
divisions shout their syllables with all the 
force they can muster. 




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6PoRT5 OF ALL SoRJTSA 



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WHERE IS YOUR LETTER GOING? 
This is a lively game, and will cause a 
great deal of fun. One of the company 
becomes postman, and is given pencil and 
paper. The others take seats in chairs ar- 
ranged in a circle. The postman then goes 
to each of the company, giving every one 
the name of some city or town, which he 
notes on the paper. He then announces, 
for instance, " My letter is going between 
Boston and Chicago." Immediately the 
names are mentioned, the persons repre- 
senting those cities must change places, 
the postman at the same time endeavoring 
to get a seat. If he succeeds, the person 
losing becomes postman, and announces 
letters eoingf between New York and San 
Francisco, Lowell and New Orleans, and 
other places, the persons named changing 
seats every time. Failure to answer to 
name involves a forfeit. Should the post- 
man say, " I have letters to go all over the 
country," every person in the room must 
rise and change seats, and in the scramble 
the postman is pretty sure to get a seat. 
Any one failing to change, must pay a for- 
feit. Many laughable scenes are sure to 
occur. 



THE FLOUR DRUMMER. 
One person becomes the flour drummer, 
and tries to sell his flour to members o( 
the party, who must answer promptly ever)- 
question he asks, but without using the 
words Jloiir, /, yes, and no. This will require 
sharp watching, as some one is almost sure 
to get caught. The drummer might ask, 
" Do you want any flour to-day ? ' The 

43 



answer, " No, I don't care for any," would 
involve two forfeits for using / and Jio. 
" Don't care for any," would avoid the for- 
bidden words. The drummer may vary 
his questions, praise his goods, and in 
every way endeavor to get some one to 
use one of the words. The person so 
doing must take his place and also pay a 
forfeit. 



THE EMPEROR OF MOROCCO. 

This is one of those games in which 
the art consists in preserving an immutable 
gravity, under every provocation to laugh. 
In "The Emperor of Morocco," two of the 
players, generally one of each sex, advance 
with measured steps into the middle of 
the room, ceremoniously salute each other, 
and the following dialogue takes place, the 
speakers being compelled to look one 
another full in the face : 

F/rs^ Player. — The Emperor of Morocco 
is dead. 

Second Player. — I'm very sorry for it. 

First Player. — He died of the gout in 
his left great toe. 

Second Player. — I'm very sorry for it. 

First Player. — And all the court are to 
cro into mourninLT, and wear black rings 
through their noses. 

Second Player. — I'm very sorry for it. 

They then bow again, and retire to their 
places, while another pair comes forward 
to go through the same impressive dia- 
logue ; and so on, till the game has gone 
all round the circle, a forfeit being the 
penalty for the slightest approach to a 




tSsai 



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5PoRT5 OF -ALL 5oRTi 



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DUCK ON A ROCK. 
A rough lump of stone is set up for a 
block, and the players should each be pro- 
vided with a stone about the size of a base- 
ball. A line is then to be drawn about 
fifteen to twenty yards from the block, the 
ground beyond the line being known as 
" home." The players then standing at 
home " pink for duck," that is, they throw 
their stone towards the block, and he whose 



cessful in dislodging the duck-stone. When 
the duck-stone is knocked off a general 
stampede to get home takes place, but if 
the Duck can replace his stone on the 
block and touch anyone running home, the 
one so running is made Duck ; but some- 
times when a sharp player is so touched, 
he will immediately run and place his stone 
on the block, and touch the former Duck 
again, before he has had time to recover 



^ ^^^^^^^^^^^^^^^^^ -^^^^^^^^»^^^b^^^^^.^^ 




stone remains farthest from the block is 
first Duck. 

Duck then places his stone upon the 
block and takes his place beside it. The 
remaining players then throw their stones 
so as to try and knock off the duck-stone, 
but if their throws fail their stones are 
seized by the Duck, and they cannot touch 
them, except at the risk of being made 
Duck, unless one of their fellows is suc- 

44 



his stone and run home. Upon this being 
done the new Duck does not lose his 
freedom. 

If, however, as often happens, Duck's 
stone remains secure on top of the block 
after all have had their throw at it, the 
players are at Duck's mercy, and have to 
make terms with him to get home again. 
They, or any one of them, may propose to 
take a jtimp home ; that is, to take the 




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5PORT5 OF ^LL 5oRT5 



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Stone between the feet and make for home 
so loaded, by short jumps ; or a " heeler" 
may be asked for, which is a kick by the 
heel of the stone homeward ; or another 
alternative is to apply for a " sling," which 
consists in working the stone on to the 
fore part of the/oo^, and from there giving 
it a jerk towards home. If in attempting 
either of these the player fails in the 
"jump" by dropping the stone, or in the 
" heeler," or " sling," by heeling or sling- 
ing the stone short of home, then he be- 
comes Duck, and the block being by that 
means uncovered, the remaining players 
are all released and run home. 

When any player is attempting a "jump," 
a " heeler," or a " sling," no other player 
must attempt to get home, as Duck's atten- 
tion will be fully taken up with the one 
who is endeavoi'mof to come to terms with 
him. 



QUAKER MEETING. 

In this game the girls must sit in a row 
on one side of the room, and do nothing 
but twirl their thumbs, If they talk or 
laugh they must pay forfeits. The boys 
sit on the other side of the room, and the 
leader says, " Verily, verily, I do say," 
which must be repeated by every person 
on his side of the room, each slowly twirl- 
ing his thumbs. The leader then says, 
" That I must go this very day ; " to be 
repeated as before. The leader, " To visit 
my sick brother, Zach-ah-ri-ay." Repeated 
by all the boys. Then the leader gets up 
and kneels in the middle of the room, 
facing the girls, slowly twirling his thumbs, 
and looking very solemn. His action is 
imitated by the next boy, who kneels beside 
the leader, just as close to him as it is pos- 
sible to get. All the other boys then join 




45 




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^^ 



5PoRT5 OF ALL SORTS 



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in the row, all still slowly twirling their 
thumbs. When all have been kneeling in 
silence about a minute, the leader gives a 
sudden push on the one next him, when 
the whole row will go down like a 
pack of cards. The girls are strictly for- 
bidden to laugh or to stop twirling their 
thumbs, under penalty of forfeits. 



A GOOD FAT HEN. 

This is a game which tests the quickness 
of the memory, and is likely to be pro- 
ductive of numerous forfeits. The leader 
gives a sentence, which must be repeated 
correctly and without laughing, by every 
one in the room. The leader then adds to 
it, and the whole is repeated as before. 
For instance : The leader says, " A good 
fat hen." This is repeated by each player. 
The leader then says : "Two ducks and a 
good fat hen," which must be repeated by 
each in order. The next addition is : 
" Three wild geese," which must be re- 
peated by all, with the sentences previously 
given. Then comes " Four plump par- 
tridges;" next, "Five pouting pigeons;" 
next, " Six long-legged cranes ; " next, 
" Seven green parrots ; " next, " Eight 
screeching owls ; " and last, " Nine ugly 
turkey buzzards." So that, the last time 
the repetition goes around, it will be like 
this : " Nine ugly turkey buzzards, eight 
screeching owls, seven green parrots, six 
long-legged cranes, five pouting pigeons, 
four plump partridges, three wild geese, 
two ducks and a good fat hen." Any omis- 
sion or hesitation imposes a forfeit. 

46 



THE VOWELS. 
This is a game which will give good 
exercise to the mind. Some player begins 
by asking a question of the person next 
him, which must be answered in words not 
containing any one vowel which the ques- 
tioner interdicts. Thus : The player says, 
" Have you heard Patti ? " Answer with- 
out " A." The reply would be, " Yes, 
but only once," or "No, I've not." Then 
the one who replied asks of his next 
neighbor, for instance, " Were you ever 
in Europe?" Answer without "O." The 
reply, "I have never been there," would 
avoid the vowel interdicted. Thus the 
questions and answers go around the circle. 
Any person giving an answer containing 
the forbidden vowel, must pay a forfeit. 



TEN QUESTIONS. 

The company may be divided into sides, 
each half selecting a word, the object of 
one side being to find out the word selected 
by the other. The words must be names 
of something well known to both sides ; 
words of two or more meanings, such as 
pen, post, mail, rail, deer, are the best to 
select, as the answers may be more varied, 
and the word thus more difficult to guess. 
Each side asks questions of the other, 
which should be answered in a plain, mat- 
ter-of-fact, truthful way. A record of the 
questions asked is to be kept, and the side 
guessing the hidden word, in the fewest 
questions, is victorious. 

The game of Tiuenty Qticstioiis is played 
in the same manner, double the number of 
questions being granted. 




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5PORT5 OF ^LL SoRTS 



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PROVERBS. 

This is a guessing game. One of the 
company leaves the room, while the others 
select some proverb, such as " There's 
many a slip between the cup and the lip ; " 
" When doctors disagree, who shall decide .''" 
" All is not gold that glitters." The words 
making the proverb are assigned, one to 
each player ; if there are not enough words 
to go round, assign them over twice. Then 
the one who has retired must be called in, 
and he is to ask a question of each player, 
the answer in every case to include the 
word assigned to the person addressed. 
Supposing the proverb was " All is not gold 
that glitters," the first question might be, 
" How do you do this evening?" and the 
answer, " Oh, I'm all right." The second, 
" What time is it ? " and the answer, " It is 
ten o'clock." The third, " When are you 
goinof to Boston ? " and the answer, " I'm 
not going for several days." The fourth, 
" How old are you?" and the answer, " I'm 
about twenty-six, but many gold dollars 
are older." By this time the guesser would 
probably have a clue to the proverb, and 
would venture a guess. If he should hit 
it right, the person who gave him the clue 
must pay a forfeit ; if he should fail to 
guess the proverb in three attempts, he 
must pay a forfeit and retire to become the 
questioner again. 



SHOUTING PROVERBS. 
One of the party leaves the room, while 
the others select some proverb, the words 
being assigned to members of the com- 

47 



pany. Should there be more persons than 
words, assign the same words to two or 
more persons, as In the game of " Pro- 
verbs," but the number of words must not 
exceed the number of players. The per- 
son who is out of the room must then be 
called in, and at some signal previously 
agreed upon, such as dropping a handker- 
chief by the leader, or counting " one, tAvo, 
three," all must shout in chorus the words 
assigned them, and the person called in 
must guess the proverb from the din. If 
he does not succeed he must retire and try 
again ; but if he does, the person whose 
voice gave him the clue to the proverb 
must take his place. 



QUAKER HOW IS THEE? 

The company sit in a circle, repeating 
the following dialogue : 

" Quaker, Quaker, how is thee ? " 
" Very well I thank thee." 
" How's thy neighbor next to thee .'' " 
" I don't know, but I'll go and see." 

The first speaker makes a rapid motion 
with his riQ;-ht hand — after pfoinp; around 
the circle, the same is done with the left 
hand, etc., till every member' of the body 
is in motion. 

Sometimes the words are : 

" My father sent me to you, sir^ 
" What for, sir ? " 
" To do as I do sir." 

Or, 

" Abraham has seven sons, seven sons has 

Abraham." 
" They do as I do, they do as I do." 




5PoRT3 OF ALL 5oRT5 



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DANCING FOR THE CAKE. 

The cake is placed on a table and the 
dancers begin all at once in a large ring to 
dance around. He who holds out longest 
wins the cake. 




MUSICAL NEIGHBORS. 
Half of the company are blindfolded 
and seated in every alternate chair. The 
others seat themselves in the vacant 
chairs, and sing some popular tune. 
Those blind-folded must name their 
right-hand neighbor. 



MUSICAL FRIGHT. 

In this game a young lady sits at 
the piano, and the chairs in the room 
are arranged in a double row, backs to 
backs, there being one less chair than 
players. The pianist strikes up a lively 
tune, while the players, hand in hand, 
dance around the chairs in time to the 
music. Suddenly, in the middle of a 
bar, the pianist stops playing, when all 
the players must let go hands and 
scramble for seats. As there is one K?s 
seat than there are players, some one 
will be left. He is then out of the 
eame. The number of seats must now 
be reduced one, and the game be con- 
tinued as before, and so on, until only 
one chair is left. The contest between 
the last two persons to see which shall 
get the chair will be quite amusing. 

If there is no musical instrument in 
the room, some one may sing, or read, 
or recite a poem, stopping very suddenly. 



PRESBYTERIAN DANCE. 
Form in a circle, dancing the grand 
chain, or right and left all around at the 
same time singing " Auld Lang Syne." 
Begin very slow measure, gradually in- 
creasing until a romp ensues. 



48 




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5PoRT5 OF ALL SoKTS 



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THE SPANISH DWARF. 

A young lady's hands are to be put into 
a child's socks and little shoes. She is to 
disguise her face — if known to the compa- 
ny — as effectually as possible. To do this, 
a piece of black sticking-plaster put over one 
of the front teeth, or over both, will prove 
very effectual ; a little rouge or whitening 
the face will also help. Then she puts on a 
bonnet, shawl, &c. Another player stands 
behind her, and passes her arms round her. 
They stand behind curtains which are 
drawn so as to conceal the young lady be- 
hind entirely, except her arms, and a table 
is placed in front of both. The front player 
puts her hands, dressed in shoes, on the 
table ; the little girl behind her supplies, as 
we have said, arms and hands to the fig- 
ure ; and, if well managed, when the visit- 
ors are summoned " to see the dwarf who 



tells fortunes," they will be struck by the 
illusion of the pigmy apparently standing 
on the table. 

The dwarf is expected to be funny 
enough to make the guests laugh heartily. 

A male dwarf can be made by arranging 
shawls or curtains about a table behind 
which one sits with his hands in a pair of 
boots resting on the table. A boy behind 
the man reaches his arms over the other's 
shoulders. A loose cloak is arranged over 
all. 

MAGICAL MUSIC. 
One goes out and a handkerchief is hid- 
den. One plays on the piano and indicates 
by the music when the finder is near the 
hiding place. When far away, the music 
is low, but becomes louder as the right 
spot is approached. This can be varied by 
giving the player something to do. 





h' ^ ^^^^^^^^»\MaS<'^*^*%Uf^?*f ^^ 



49 




5POR.T5 OF ^LL SoRTS 



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WHAT AM I DOING? 

Six, seven, eight, or more players take 
their seats in a straight row. Behind 
them the person chosen to lead the game 
takes his stand. Placing himself exactly 
behind the player seated on the top chair, 
he then begins to conduct himself in the 
most absurd manner possible ; for instance, 
making some ridiculous grimace, shaking 
his fist, or any other comical antic that may 
suggest itself to him. After doing this for 
a minute or two, he then says to the player 
seated before him, "What am I doing?" 
Should the unfortunate individual be un- 
able to answer correctly he must stand up, 
and until permission be given him to 
desist, must imitate in silence the antics 
the nature of which he was unable to dis- 
cover. More frequently than not the 
guesses are quite wide of the mark, con- 
sequently the spectacle is most laughable 
when five or six of the company are all 
occupying the enviable position above 
described. 



WHAT IS MY THOUGHT LIKE? 

This is a pleasant fireside game that, 
without requiring any very, great depth of 
thought, is made all the more interesting 
by the ready wit and natural ability of the 
players. Some particular thing is fixed 
upon by one of the company as a subject 
of thought. He then asks each one in 
turn what his thought is like. They say 
anything they choose ; a rainbow, a water- 
fall, a monkey, an umbrella, or whatever 
may occur to them. • The leader then in- 
forms the company A\fhat hi^ thought was, 



asking each one in turn to draw a resem- 
blance between it and the object fixed 
upon as a comparison. It not unfrequently 
happens that the best reply is given by one 
whose task appears to be the most difficult, 
owing to the utter dissimilarity of the two 
objects compared ; an ingenious player 
being able to detect some point of resem- 
blance, between two things so totally unlike 
each other as to be almost ridiculous. 



THE TELESCOPIC GIANT. 

Place a mask on the end of a stick about 
five feet long, with a cross piece to repre- 
sent arms. Around the neck tie a cloak 
long enough to reach the ground. About 
two feet from the bottom the lower end 
must be fastened to the performer's waist, 
that when the head is lowered the cloak 
may fall in folds. By raising or depress- 
ing the pole the figure may become a 
dwarf or a giant. 

This can also be made by placing a small 
boy on the shoulders of a man. 

A giantess can also be made. 



PLUM PUDDING/ 
The company sit at a table with- a plate 
for the " plum pudding." Each takes the 
name of some article of food or somethino- 

o 

used at meal times. One tells a story, and 
at the word phim-ptidding spins the platter, 
and names one of the company, who must 
continue the story and keep the platter 
spinning. Phim-pttdding must be brought 
into each story, and the platter must not 
be allowed to fall. 



50 




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5PoRT5 OF -ALL SoRTi 



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STOOL OF REPENTANCE. 

The players seated round the room, a 
stool is placed in the center, which one of 
the company volunteers to occupy while 
certain charges are being made against him. 
One person acting as Lord President then 
goes round the room, inquiring of each 
player what charge he or she has to make 
against the culprit, who is humbly sitting 
on the stool of repentance. All the accu- 
sations are whispered into the president's 
ear, who will do wisely, should the party be 
a large one, to be supplied with paper and 
pencil, and attach to each accusation the 
name of the person who makes it. All 
being in readiness, the president then 
begins by saying, " Prisoner on the stool 
of repentance, you are accused of (being 
conceited, or noisy, or vain, etc.). Can 
you tell me the name of the person who 
makes this serious charge against you ? " 
Should the prisoner guess rightly, the 
accuser must pay the forfeit, and prepare 
himself to take the place of culprit in the 
next game ; but, on the other hand, should 
the prisoner guess wTongly, he must pay 
the forfeit himself, and keep his seat on 
the stool of repentance. It sometimes 
happens that when the prisoner has, at 
an early stage of the proceedings, guessed 
correctly, and by so doing has earned his 
freedom, he still wishes to hear the rest of 
the accusations. If such be the case, he is 
entitled to have his wish gratified, being 
willing, of course, to pay a forfeit for 
every mistake ; and w-hen all have been 
heard (if he has succeeded in guessing 

51 



rightly more than once), he has the privi- 
lege of choosing the next culprit to occupy 
the seat that he has vacated. 



PERSON AND OBJECT. 

Two of the company leave the room 
together, and after due consultation agree 
to think of some particular person, either 
historical or otherwise, and about whom 
they shall be prepared to answer an)- ques- 
tion which may be put to them by their 
friends. Not merely, however, as in other 
games, is some particular person thought 
of, but also something belonging to him ; 
for instance, part of his dress, his favorite 
dog, his friend, or perhaps some peculiarity 
by which he is so well known that it has 
actually become part of himself; and on 
returninof to the room, one of the two who 
have been absent must represent the per- 
son, and the other the object. In turn 
they must then submit to be questioned 
by the company, who will alternately 
address themselves, first to the person, 
then to the object. Supposing Mr. Glad- 
stone to be the person fixed upon, his axe 
might be chosen for the object, or Crom- 
well and his wart, or Lord Beaconsfield 
and his little curl. While the question- 
ing is going on, the person must not vol- 
unteer any information relative to the 
object, neither must the object give any 
light relative to the person ; each must 
accurately but briefly speak for himself 
alone until the company succeed In guess- 
ing who and what have been the subject 
of thouo^ht. 




TV. 



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5PORT5 OF <^LL SoKTS 



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THE CUSHION DANCE. 
A hassock is placed end upwards In the 
middle of the floor, round which the players 
form a circle with hands joined, having first 
divided themselves into two equal parts, so 
that they can take sides in the game. 



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The adversaries, facing each other, begin 
business by dancing round the hassock a 
few times ; then suddenly one side tries to 
pull the other forward, so as to force one 
of their number to touch the hassock, and 
to upset It. 

The struggle that necessarily ensues 
is a source of great fun, causing as much 
or even more merriment to spectators 
of the scene than to the players them- 
selves. At last, in spite of the utmost 
dexterity, down goes the hassock or 
cushion, whichever it may be ; some 
one's foot is sure to touch It before very 
long, when the unfortunate Individual is 
dismissed from the circle, and compelled 
to pay a forfeit. 

The advantages that the gentlemen 
have over the ladies in this game are 
very great ; they can leap over the stool 
and avoid it times without number, while 
the ladles are continually impeded by 
their dresses. It generally happens 
that two gentlemen are left to keep up 
the struggle, which in most cases is a 
very prolonged one. 



# 



AFTER THE ACCIDENT. 

Rest two canes on the shoulders of 
two men. The one behind having a 
pair of boots on his hands, rests them 
on the shoulders of the one in front. 
His head is thrown backward on a 
small pillow, and there must be a pil- 
low dressed like a man for the body. 

With longer canes, a taller man can 
be made. 



62 




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THE BABY ELEPHANT. 
A very good imitation of a Baby Ele- 
phant can easily be got up by two or three 
of the company, who are willing to spend 
a little time and trouble in making the 
necessary preparations. In the first place 
a large grey shawl or rug must be found, 
as closely resembling the color of an ele- 
phant as possible. On this a couple of 
flaps of the same material must be sewn, 
to represent the ears, and also two pieces 
of marked paper for the eyes. No diffi- 
culty will be found in finding tusks, which 
may consist of cardboard or stiff white 
paper, rolled up tighdy, while the trunk 
may be made of a piece of grey flannel 
also rolled up. The body of the dear litde 
creature is then constructed by means of 
two performers, who stand one behind the 
other, each with his body bent down, so as 
to make the backs of both one long sur- 
face, the one in front holding the trunk. 



while the one behind holds the tusks one 
in each hand. The shawl is then thrown 
over them both, when the result will be a 
figure very much resembling a little ele- 
phant. When all is complete, the services 
of a third performer should be enlisted to 
undertake the post of keeper to the ele- 
phant. If the person chosen for this 
capacity has great inventive faculties, the 
description given by him may be made to 
add greatly to the amusement of the 
scene. 



THE GIRAFFE. 
A very good imitation of a Giraffe may 
be contrived, on the same principles as 
those adopted in constructing the Baby 
Elephant. Provided with an animal's head 
as nearly like that of a Giraffe as possible, 
no more difficulty need be feared. First 
of all, the head must be fastened to the 
end of a long stick. One of two perfor- 




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mers must then hold the stick aloft while 
his companion, standing" close behind, must 
place himself in a stooping position, so as 
to make the outline of his own person like 
that of the lower part of the Giraffe's 
body. The long stick will, of course, form 
the neck of the animal, and the first per- 
former will form the front part of the bod)'. 
A cloth is then pinned round the stick and 
round the bodies of the two performers, 
leaving the legs, of course, to represent 
the legs of the Giraffe. A rope tail must 
be stuck in by some means or other, and 
if cleverly managed, it is astonishing what 
an excellent imitation of the real animal 
can thus be manufactured. 



A MENAGERIE. 
A whole menao;-erie can be made with 
a little ingenuity. A Duck, by placing a 
board on a boy's back and covering all Avith 
a shawl. Newspapers cut into strips for 
the tail, and the head made out of cloth or 
paper. The Elephant by two men bend- 
ing their bodies at right-angles, the one 
behind placing his hands upon the hips of 
the other and covering all with a grey shawl, 
making tusks, and a trunk, and so on. 



THE WILD BEAST SHOW. 

As the leader of this game will require 
the help of at least two of the party to 
assist him in his exhibition, he should, if 
possible, select those who have already 
been initiated into the mysteries of the 
game. Retiring with his two or three 
friends into another apartment, he will con- 

54 



trive some means of fixincr his menao-erie 
behind a large curtain. In the absence of 
the curtain a kind of temporary screen 
might easily be fixed, just to give the whole 
affair an appearance of importance. On a 
small table a lookino^-s^lass should then be 
placed, but must be hidden from view. The 
leader must then take his post at the door 
of his establishment, and in an emohatic 
manner extol the beauty and value of the 
animals he has on view, while his partisans, 
crouched behind the curtain and out of 
sight, must, in the meantime, imitate loudly 
the cries of different wild animals, aiming 
to make the hee-haw of the donkey more 
conspicuous than any other sound. Spec- 
tators are invited to enter. On consenting 
to do so, each one is asked which animal 
he would like to see first, and whatever he 
says, he is shown his own image in the 
mirror. The great aim is to prevail upon 
the visitors to view the magnificent donkey 
that is to be heard braying, when, of course, 
they see nothing but their own face re- 
flected in the looking glass. 

This game, though not one of the most 
refined, has had the charm, we may say, 
hundreds of times of causing many a 
hearty laugh. 



EGYPTIAN MUMMIES. . 

A few who have never seen the game 
must be blindfolded. Then double up their 
right hands and mark a face upon them 
with burnt cork. Dress them in a long 
white skirt as a baby and place the hands 
upon the left arms. Then take off the 
bandag-es. 




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THROWING LIGHT. 
This game is a wonderfully interesting 
one, though, like all others, its success 
depends very greatly upon the amount cf 
energy that is thrown into it by the players. 
A word is chosen to be the subject of con- 
versation by two of the party, and must 
be known to themselves only. It should 
be a word to which several meanings are 
attached, so that the remarks made in 
reference to it may be ambiguous and puz- 
zling to the rest of the company. The two 
persons who know the word begin a con- 
versation, referring to the word in all its 
different meanings, the others being allowed 
to add their remarks as soon as they have 
guessed what the word is. 

Supposing the word fixed upon to have 
been Hare, which is also spelt in another 
way, the conversation could be very easily 
sustained in something: like the followine 
style : 

\st player. — " I saw one the other day when 
I was out driving in the country." 

2nd player. — " I had one sent for,a Christmas 
box." 

1st player. — " My own is dark brown." 
2nd player. — " And mine is nearly black."' 
1st player. — " Do you like it hot or cold." 
2nd player. — •" Between the two, I think." 

Here some one who has discovered the 
word may remark, " Don't we read of some 
one in the Bible who might have lived 
longer if he had not possessed quite so 
much of it? " Thus the chat runs on until 
the players, one by one, as they guess the 
word, are entitled to take part in the con- 
versation. The penalty for making a mis- 
take and joining in the conversation before 



the rieht word has been discovered, is to 
have a handkerchief thrown over the guilty 
person's head, which must be kept on until 
the word is really found out. The words 
Lock, Ball (Bawl), Deer, Pen, Belle, Bean, 
Seal , Pain (Pane), Boy, Handel, (Handle), 
Whale (Wail), and similar words with two 
or three meanings, are such as will be 
required. 

THE ARTISTS' MENAGERIE. 
A pencil and a piece of paper of moder- 
ately good size are given to the players, 
each of whom is requested to draw on the 
top of the sheet a head of some descrip- 
tion, it may be a human head or that of 
any animal, either bird, beast, or fish. As 
soon as each sketch is finished the paper 
must be folded back, and passed to the left- 
hand neighbor, no one on any account 
lookincf at the drawing^ under the fold. The 
body of something must next be drawn. 
As before, it may be either a human body 
or that of any animal, and the papers must 
then be again folded and passed to the 
left. Lastly, a pair of legs must be added, 
or it may be four legs, the number will 
depend upon the animal depicted. The 
produe»;ions all being complete, they are 
opened and passed round to the company, 
who will be edified by seeing before them 
some very ridiculous specimens of art. 



THE AUCTION. 
A variety of ridiculous articles are done 
up in paper parcels, which the auctioneer 
sells to the highest bidder ; the contents, 
of course, being unknown. 




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THE JOLLY MILLER. 
The Jolly Miller is a game that may be 
played either in the open air or in the 
drawing-room, therefore it may be allowed 
to take its place among the list of round 
games. Not being generally considered, 
however, one of the most refined of recrea- 
tions, a good large empty room, or a ser- 
vants' hall, will be quite as suitable for its 
performance as the drawing-room. Each 
gentleman chooses a lady for a partner, 
excepting one who may be kind enough to 
volunteer to be the miller. This solitary 
one takes his stand in the middle of the 
room, while his companions, in couples, 
arm in arm, walk round him singing the 
following lines : — 

" There was a jolly miller who lived by 

himself. 
As the wheel went round he made his 

wealth ; 



One hand in the copper and the other 

in the bag. 
As the wheel went round he made his 

grab." 

At the word "grab " every one must change 
partners, and while the transition is going 
on the miller has the opportunity given 
him of securing for himself one of the 
ladies. Should he succeed in doing so, the 
one necessarily left without a partner must 
take the place of the Jolly Miller, when he, 
like his predecessor, must occupy his lonely 
position until he is fortunate enough to 
steal a young lady from one of his friends. 



THROWING CARDS INTO A HAT. 
A few persons sit in a circle with a hat 
in the center of the floor. The object is 
to see who can throw the most cards into 
the hat. 





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THE ARTIST'S SALE. 
A certain number of the company take 
the part of statues. The artist then dis- 
poses of his works of art, either by auction 
or private sale. 



METAMORPHOSES. 
Put on a loose coat hind side before, a 
wig over the face, and a false face on the 
back of the head. If this is done by eight 
persons a cotillion may be danced. 



put on a high collar. Bury the chin in 
the collar, and slowly draw the neck out 
to its utmost length. Repeat this rapidly. 

A boy or short man with a broom 
covered with cloaks and a hat, enters the 
room with his back to the company as if 
examining the pictures. The body can be 
lengthened or shortened. 

Make an entire set of features on the 
forehead with India ink or lamp black. 
Cover the rest of the face with a white 




Cover a long narrow table or two chairs 
with a cloth, under which lies a man hold- 
ing in each hand a stick crosswise. Dress 
this with coat and hat, and make the two 
fight over the table. 

Paint on each side the neck two black 
stripes about half an inch wide, about an 
inch from the middle of the throat, and 



choker and cravat. By moving the eye- 
brows the moustaches will appear to move. 

Or :— 

Take some one with very light eyebrows 
and no moustache. Paint eyes and eye- 
brows on the forehead, and connect them 
with the bridge of the nose. Paint heavy 
black moustaches. 




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PORTRAITS. 
A frame about the size of an ordinary 
portrait frame, is placed upon a table, the 
space around draped with shawls. The 
portraits may be arranged as in tableaux, 
or the figures may glide in slowly. 




EYES. 
Stretch a sheet, or newspaper, across one 
end of the room with various holes cut in it. 
Some of the company stand behind and 
place their eyes in the opening, to see if 
they can be recognized. The hands or any 
part of the face can be applied. 

Curious effects may be obtained by ob- 
serving the followinof directions : — 

Paint four grotesque figures on a curtain 
allowing a space to exactly admit a person's 
face. Sinmncr adds to the effect. 



TRICKS. 
Tavo persons kneel on one knee, one 
holding a lighted candle and the other one 
unlighted. Without losing their balance, 
they must try to light the candle. 



One, blindfolded, stands before a table, 
upon which is a lighted candle. He must 
take three steps backward, turn around 
three times, and walking forward try to 
blow out the candle. 



Place a cork on top of a bottle or a table. 
Stand in front of it, fix your eyes on 
the cork, walk slowly backwards ten or 
twelve feet, extend your right hand, close 
one eye, and walk forward, till you think 

58 



you are near enough to knock the cork off 
with one blow of your finger. 



Two persons, blindfolded, must shake 
hands starting from opposite sides of the 
room. 



Pin a piece of paper to the wall. One, 
blindfolded, starts some feet from it and 
tries to touch it. 



THE RESTING WAND. 

It is necessary in playing the Resting 
Wand that at least two people should be 
acquainted with the mystery attached to it, 
and that they should make an arrangement 
v/ith each other beforehand to understand 
each other's movements. One of these 
two persons is blindfolded, and placed with 
his back to the company, while his com- 
panion, with a staff in his hand, stands 
facino^ them. The latter of the two then 
begins an animated conversation with his 
friends, trying when talking to them to 
make frequent mention of their names. 
Stopping occasionally, he touches some 
one with the wand, saying at the same 
time to his friend, who is blindfolded, " On 
whom does the wand rest? " Strangers to 
the game will not all at once perceive that 
the wand is always made to rest on the 
person who was the last but one to speak, 
and that it is on account of this arrange- 
ment that the blinded person is able to 
mystify his friends by answering correctly 
the question, " On whom does the wand 
rest ? " 




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THE BIRD-CATCHER. 

One of the party is chosen to be the 
Bird-catcher. The rest fix upon some par- 
ticular bird whose voice they can imitate 
when called upon, the owl being the only 
bird forbidden to be chosen. Then sitting 
in order round the room with their hands 
on their knees, they listen to the story 
their master has to tell them. The Bird- 
catcher begins by relating some incident 
in which the feathered tribe take a very 
prominent position, but particularly those 
birds represented by the company. Each 
one, as the name of the bird he has chosen 
is mentioned, utters the cry peculiar to it, 
never for a moment moving his hands from 
his knees. Should the owl be referred to, 
however, every one is expected to place 
his hands behind him, and to keep them 
there until the name of another bird has 
been mentioned, when he must, as before, 
place them on his knees. During the 
movinof of the hands, if the Bird-catcher 
can succeed in securing a hand, the owner 
of it must pay a forfeit, and also change 
places with the Bird-catcher. 

We must not forsfet to observe that when 
the leader or Bird-catcher, as he is called, 
refers in his narrative to "all the birds in 
the air," all the players are to utter at the 
same time the cries of the different birds 
they represent. 



THE DUTCH CONCERT. 

Each selects an instrument and imitates 
its sound, one at the piano playing a popu- 
lar tune. 

59 



WHO WAS HE? 
This game is not unlike the game of 
" Person and Object," though by many 
people it is considered superior. The first 
player begins by mentioning four distin- 
guishing traits, of either character or person, 
belonofine to some remarkable individual 
of whom at that present moment he is 
thinking. Supplied with these four facts 
the company are expected to guess the 
name of the person at once, instead of 
havinof a number of o^uesses, as in similar 
games of the kind ; indeed, for every 
wrong guess a forfeit can be claimed. 



THIS AND THAT. 

The trick in this game that must be 
understood by the two of the company 
who are to take the leading part in it, is 
nothing more than that the word ^/la^ 
is to precede the article that has been 
chosen for ofuessins:. For instance, one of 
the two players acquainted with the game 
eoes out of the room while an article is 
chosen by one of the company as f/ie object 
to be euessed. The absent one is then 
recalled, when the second player acquainted 
with the eame remarks that something in 
this room has been touched, and requests 
him to name the article. 

" Do you think it was this music book ? " — 

" No." 
" Was it the arm-chair ?" — " No." 
" Was it the writing desk .' " — " No." 
" Was it this chair .' " — " No." 
" Was it that bracket 1 " — " Yes." 

The performance may be repeated until 
the secret has been discovered. 




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THE FEEDERS. 

Two persons, blindfolded, must try to 
feed each other with flour, or rice ; 

Or: — 

One is blindfolded and the others feed 
him with water until he guesses who is 
feeding him. 



CLAIRVOYANCE. 

One is seated, blindfolded. His accom- 
plice says " Silence." and then, " Stop, 
stop, stop, stand, stop, where do I stop ? " 
pointing to various members of the com- 
pany. He stops at the person who spoke 
last. 

The accomplice leaves the room and one 
object is decided upon, which he is to guess. 
The catch is in the leader asking questions, 
altering the catch-word each time. In the 
first instance placing a before the object, 
then ^/le, next fkzs, and then ^/m^. 



Or, the object is known by the leader 
pointing to something black just before 
the object itself, or a thing with four legs, 
or naming it after one beginning with a 
vowel. Almost any arrangement may be 
made between the two. 

One goes out, a small article is chosen, 
and the room darkened. The accomplice 
within places his watch near the article 
chosen. There must be silence on the part 
of the company. 



I HAVE A CHICKEN. 
One sentence at a time is repeated by 
each, every time the question going back 
to the leader. 

" I have a chicken." 

" Can she walk ?" 

" Yes, she can walk." 

" Can she talk >" 

" Yes, she can talk." 

" How does she talk ?" 
Each must crow. 




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FLOUR AND THE RING. 

Make a mould with a cup of flour and 
place a ring on top. Each must cut off a 
slice, and the one who causes the ring to 
fall must take the ring out with his mouth. 



PANTOMIME. 

Songs and Ballads are sung, while some 
of the company act them out in panto- 
mime. 



to tell you that she has a bird (or whatever 
you like). The person addressed then says 
the same words to her left-hand neighbor, 
adding something else about the bird — ■ 
namely, it has a long tail, a plumed head, 
etc. It goes on round the circle, every 
one adding something to the description, 
until the subject is exhausted. Any one 
who makes a mistake has to wear a horn 
of twisted paper on her head, and is ad- 
dressed as " one-horned lady, always one- 




GENTEEL LADY. 

A very amusing game for the evenings 
is that of Genteel Lady. The party having 
been arranged in a circle, one of them 
turns to her left-hand neighbor and says, 
" Good morning, genteel lady, always gen- 
teel ; I, a genteel lady, always genteel, 
come from that genteel lady — pointing to 
her right-hand neighbor — always genteel, 



horned," or two-horned lady, according to 
the number of mistakes she makes. 



BURIED CITIES. 
Form sentences with the name of a 
city buried, so that it is not easily recog- 
nized. It may be in two or more words, 
but the letters must occur in regular order. 



61 




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ADVERBS. 
An adverb is chosen. The one who 
goes out must guess the adverb by the 
manner in which the questions are an- 
swered. 



THE CRITICS. 

This is an amusing game if played by a 
good-natured party. One is selected to 
gather up the criticisms or opinions of 
the players in regard to one of their num- 
ber. These opinions are whispered to the 
leader who keeps them carefully in mind 
until all have expressed themselves. Then 
he says to the victim : — 

" Som.ebody says you are very vain." 

"O that is Mary White." 

" Wrong. Somebody says you are re- 
markably good-natured." 

" Mr. Selden must have said that." 

" Wrong. Somebody says that nobody 
knows what your nose knows." 

" Not original at all events. I think I've 
heard Clarence repeat that." 

Clarence proves to be the guilty party, 
and is obliged to take the victim's place, 
and listen to similar criticisms. Care must 
be taken to avoid being unpleasantly per- 
sonal, as these games are intended to cement 
friendships and not to destroy them, or to 
cause the least ill feeling. 



JUDGE AND JURY. 

The first thing to be done in this game 

is to select a judge and three jurymen. A 

piece of paper is then given to each of the 

remaining company, who, after due con- 



sideration, must write down the name of 
some one in history, the incidents of whose 
life they recollect sufficiently to be able to 
narrate. All having made their selection, 
the papers are presented to the judge, who 
calls upon one after another to submit to 
an examination. Supposing the first player 
to have chosen Guy Fawkes, he would be 
asked in Avhat year he was born, in whose 
reign, to what country he belonged, what 
he did to make himself remarkable, what 
great men were his contemporaries, and 
anything else that might occur to the judge. 
No one, of course, with a superficial knowl- 
edge of history should accept the position 
of judge, nor yet that of juryman. If 
agreeable to the company, living characters 
may be personified ; still historical ones are 
generally the most interesting, and it is 
astonishing how much instruction as well 
as real amusement may be drawn from the 



game. 



POSITIVE AND COMPARATIVE. 

Two words are chosen with different 
meanings but which sound relatively to 
each other as positive and comparative— as 
sew — sower. One must guess these words 
by definitions given by the others. 



SENTIMENT. 
Each whispers to his neighbor on one 
side the name of a person, and on. the other 
a sentiment. For example, " Miss Mary 
Moore." " Kind hearts are more than 
coronets." These are repeated together 
when the signal is given. ■ - - • - 



62 




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PRESENT AND ADVICE. 

All the players except two are seated in 
a row. One of these whispers in the ear 
of each child, " I present you with this," 
and then mentions some article, bird, beast, 
fish, or inanimate object. 

The second, in like manner, adds, " I 
advise you what to do with it." 

After the two have gone round the row, 
each player is called upon in turn to state 
the present and the advice received. One 
says, " I was presented with a rooster, and 
advised to put it on top of a steeple." 
Another says, " I was presented with a 
monument, and advised to put it in my 
pocket," and so on until all have given in 
their reports, and _ enjoyed a hearty laugh 
at the queer kind of advice. 



THE MUSICAL SNAIL. 
A common garden snail may be made 
to perform musical sounds by making it 
crawl along a pane of glass placed on rests 
like a sounding-board ; the sounds emitted 
will be sometinor like those of a harmonium. 



THE FEATHER. 
The players sit in a circle, each taking 
hold of the edge of a sheet with both 
hands and holding it up to the chin. A 
feather is placed on the sheet, and the 
players are to keep it in motion by blowing 
it, while one of the company is outside the 
circle, trying to catch it by reaching out 
his hands. The quickness with which the 
position and direction of the feather can 
be changed by blowing sharply, will make 
the efforts of the catcher futile for some 

fi3 



time. When he catches the feather, the 
person in front of whom it is caught must 
exchange places with him. 



ALPHABET GAMES. 

Provided with a good boxful of letters', 
either on wood or cardboard, a clean table, 
a bright fire, and three or four pleasant 
companions, a very pleasant hour may be 
spent. It is almost needless to give, direc- 
tions-how to -proceed with the letters, for 
they can be used in a variety of ways, ac- 
cording to inclination. Sometimes a word 
is formed by one person, the. letters of 
which he passes on to his neighbor, asking 
him to find out what the word is. A still 
more interesting method is for the whole 
party to fix upon one long word, and all 
try in a certain time how many different 
words can be made of it. Or another wa}', 
even better still, is to shuffle the letters 
well together, and then to give to each 
person a certain number. All must then 
make a sentence out of the letters, whether 
with or without sense, as best they can. 
The transposition of words, too, is very 
amusing, and can be done either with the 
loose letters or' with pencil and paper. 

The names of poets, authors, or great 
men famous in history may be given, the 
letters of which may be so completely 
altered as to form words or sentences 
totally different from the original. 

For instance : — 



We lads get on. 
Rich able man. 
Side Rail. 
Pale Noon. 



W. E. Gladstone. 
Chamberlain. 
Disraeli. 
Napoleon. 




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SHADOW PICTURES. 
Hang up a white sheet very smoothly, 
and if net the shadows will be much 
sharper. Behind it place any amusing 
scene. Set a light behind the screen about 
three or four feet from the furniture, and 
have the performers step sideways over 
the light when they enter. 



THE BUMBLE BEE IN THE GAR- 
DEN. 
Each gentleman takes the name of an 
insect, and each lady that of a flower. One 
standing in the center begins to tell a 
story, and when he brings in the name 
chosen by any one, that person must stand 
and go on with the story. The w^ords 



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BOSTON. 

The company are seated and numbered. 
One standing in the center calls out two 
numbers who must change places, and the 
•caller must try to obtain one of the seats. 
At the call of " Boston " all changre. 

Similar to this is " Penny Post," when 
the company take the name of cities and 
the postman in the center says, "The post 
is going between and ." 

If there is a large circle four numbers 
jfiiay be called at one time. 

64 



flower, I, and bush must not be used, or a 
forfeit is demanded. When the word sun 
is mentioned all must get up and turn 
around, and at watering pot all must change 
seats, the one standing at the time trying 
to secure one. 



COMES, IT COMES. 
One says, " Comes, it comes." The 
others, " What do you come by ? " "I 
come by " — naming the first letter of some 
object in the room. 



